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Kamahl



Joined: Oct 24, 2005

Post   Posted: May 24, 2006 - 00:09 Reply with quote Back to top

SF for me.
helps with dodging, or marking a player that will not evade him on a pushback.
NOt to mention some intresting interactions when he needs to stand next to a thrall at end of his turn Wink
sehou



Joined: Feb 04, 2005

Post   Posted: May 24, 2006 - 00:25 Reply with quote Back to top

SF
Nature_Warden



Joined: Feb 10, 2006

Post   Posted: May 24, 2006 - 01:13 Reply with quote Back to top

Stand Firm all the way... Dodging for free and makes your player immobile... it's not that it's an amazing skill when you take it early on but for a Vamp it's better then anything but Jump Up... Frenzy is not so usefull I've found>.>...
EdgeDante



Joined: Feb 26, 2006

Post   Posted: May 24, 2006 - 04:53 Reply with quote Back to top

Heh, I have a vampire that didn't get Block until she hit Superstar, simply because she kept rolling doubles.

http://fumbbl.com/FUMBBL.php?page=player&player_id=2907259

Ultimately, I recommend Jump Up. Get Frenzy on a vampire that's got block and/or sidestep/stand firm already. The main reason I take Frenzy on vampires is crowdpushing, but that's risky stuff when your chance of failure is doubled (no Block skill) and you have no way to prevent being crowdpushed yourself afterwards unless you happen to have blitzed and have extra movement.

Don't underestimate Frenzy though. With Pro and a team reroll, you could potentially roll 8 block dice against your ST3 blitz victim, virtually guaranteeing a knockdown even against a blodger.

On vampires - in my experience with it - I hate to say it (and I can hear the boos already) but I think SF is overrated, particularly before one has block and dodge. I have not taken it on another vampire since the one shown above. I simply don't find crazy dodging - which sometimes results in your precious vampire being stuck in very dangerous situations - that useful when every play you make with a vampire (which is how they should be used, IMO) is key.
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